TDF is it ok if not all can be placed...I mean it is about impossible to plan now...and we have a layout with designations...but most of the commoners could live in a house/appartment in poor quarter, servants with their masters, ofcourse Countess hasn't changed. But I am afraid some might not be able to have a house cut for them.

You could just check out my designation map and cross refence, then tell me which ones you couldn't place, maybe I might solve it some way else.

- This connection to Dibella can be solved in the interior, I will see if I can make hints to Dibella on the outside. This int also has a seclusive entry at the back, for more private customers.

Maybe move the classy brothel to a place where you can create a flowery garden around it? That would create a aesthetic connection to the temple.

Nice idea, but hard to implement, if it should be in the middle of the park, which is small already.

That said a back door would make no sense...and the rich don't care to be seen going to the brothel by other people. Also now it borders the passenger harbour, centre of life and love,and is close to the rich market and shops, perfect to buy a jewel for your maitresse.

That's fine. I was already a bit hesitant on the idea myself again, as the brothel should probably stay in a location clearly different from the temple. It would be cool, nevertheless, to create some kind of subtle outside hint on the connection.

The classy brothel should be definetively less dirty and more oriented at elegance and taste. That would be something to elaborate inside, though, for the most part. One idea would be having some instruments lying around that would be presumably played by the prostitutes, cushions, screens, expensive furniture, that kind of thing and maybe even a little dibella shrine inside, as long as it doesn't feel like an overkill on the idea.

MoonAndStar wrote:What is the function of the thieves guild building at 24 as opposed to the one at 82? A thieves den in front of the casino seems a bit conspicuous.

Also, I'm not quite sure what the buildings 50-58 are supposed to be?

City looks great btw

24 is Official HQ, Quests, Services et al. 82 is a TG Hideout, a poor Inn with cellar for TG, armed gamblers at entrance level50-58 are homes of imporant Imperial people from seafaring and seatrade to Imperial Navy, Professor of the nearby Imperial Navy School, Harbour Administrators etc. If room is needed for certain NPCs (from Oblivion) here is some.

Worsas wrote:That's fine. I was already a bit hesitant on the idea myself again, as the brothel should probably stay in a location clearly different from the temple. It would be cool, nevertheless, to create some kind of subtle outside hint on the connection.

The classy brothel should be definetively less dirty and more oriented at elegance and taste. That would be something to elaborate inside, though, for the most part. One idea would be having some instruments lying around that would be presumably played by the prostitutes, cushions, screens, expensive furniture, that kind of thing and maybe even a little dibella shrine inside, as long as it doesn't feel like an overkill on the idea.

I agree with that Worsas, a lovely little Dibella statue and red velvet pillows would be cool

In this thread I proposed an inn (the Rusty Cutlass Inn) as the main source of TG quests + bounty removal. That can be #82. The Gray Fox had a secret hideout under a pawnbrokers (which was a front for moving stolen goods) with a secret passage leading outside the walls. It might be possible to use one of the other poor shops instead, or perhaps one of the warehouses.

SamirA wrote:

Tarius wrote:This is entirely a matter of the Bethstapo that will burst in, yell STOP RIGHT THERE, CRIMINAL SCUM, and C&D us to death if we violate copyright.